
Strange coincidence brought traveler in unfamiliar places. It would be fine, except sinister desolation is starting to embrace the surroundings. There is no another soul around for the tens of kilometers. Or that’s what it seems like? I should probably go deal with that.
Modeled estimate, not a reported figure. How we estimate →
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Было страшно, но все же удалил игру
[quote] RUS / ENG [/quote] [h1] ХОРРОР ХОТЬ И АНТИ, НО КРИНЖ ПО ПРЕЖНЕМУ [/h1] Хотя игра и позиционирует себя сразу как стеб и сарказм, я не могу рекомендовать ее к прохождению. Геймплея буквально на 20 минут, на протяжении которого вы выполняете набор бессвязных действий, которые сопровождаются таким же бессвязным "сюжетом", с отвратительной "смешной" русской озвучкой (хотя в игре есть английские субтитры, они, как обычно, не передают всю речь правильно). Игра могла бы быть максимум минимально-средней пародией на Slender: The Arrival, но видимо автор/ы посчитал/и, что вставлять в каждый диалог мат и "шутки" про говно и мочу пик юмора - и в итоге, вышло что вышло. А вышло - что даже на первых порах найти нужные предметы невозможно, из-за: 1. отсутствия четкого выделения обьектов на фоне окружения 2. отсутствия конкретных выделяющихся обьектов. Про качество освещения в игре я вообще промолчу, не говоря о звуковой сопровождающей (если соберете первые записки, то на третьей локации после них, в трубах вообще отсутствует звук). В любой непонятной ситуации - засунь в игру пришельцев, психбольницу, ядерку и пародию на типичную русскую деревню. [h1] HORROR IS ANTI, BUT IT’S STILL CRINGE [/h1] Although the game positions itself at once as a stick and sarcasm, I can not recommend it to pass. Gameplay for literally 20 minutes, during which you perform a set of incoherent actions that are accompanied by the same incoherent "plot", with disgusting "funny" Russian voice-over (although the game has English subtitles, as usual, they do not convey the whole speech correctly). The game could have been a minimal-average parody on Slender: The Arrival at best, but apparently the author/s thought/and that to insert in each dialogue a mat and "jokes" about ♥♥♥♥ and piss a peak of humor - and in the end, it turned out what happened. And it turned out - that even at the beginning to find the desired items is impossible, because: 1. lack of clear selection of objects against the background 2. lack of specific highlighted objects. About the quality of lighting in the game I will not talk at all, not to mention the accompanying sound (if you collect the first notes, then on the third location after them, in the pipes there is no sound). In any unexplained situation - put in the game of aliens, mental hospital, nuclear and parody on a typical Russian village. P. S. Если у вас возникли трудности в прохождении, данное руководство будет очень кстати / If you have difficulties in the passage, this guide will be very useful: https://steamcommunity.com/sharedfiles/filedetails/?id=3561496240
3 6 3 6 9 12 3 12 3 6 12 9 6 3 12 9 3 6 3 9 12 6 3 12 3 / 12 15 5 29 8 21 96 12
This Game is ♥♥♥♥♥♥♥.
Antihorror, developed and published by HFM Games, is a small-scale first-person horror title that sits in an unusual space between genuine attempts at psychological tension and an almost accidental sense of parody. It presents a familiar setup—an isolated protagonist exploring abandoned environments in search of answers—but quickly reveals itself as something far more experimental and inconsistent. Rather than building a cohesive horror experience, the game feels like a collection of ideas loosely connected by a basic objective structure. The gameplay is built around simple exploration and item collection. Players move through dark, sparsely populated environments, searching for objects that allow them to progress while occasionally encountering vague threats. There are no deep mechanics or layered systems to support this loop; instead, the experience relies on atmosphere and the anticipation of danger to maintain engagement. While this approach can work in more refined horror games, here it feels underdeveloped, as the lack of meaningful interaction or variation causes the gameplay to become repetitive fairly quickly. Much of the time is spent wandering through similar-looking areas, with limited feedback or sense of progression beyond completing basic tasks. One of the most striking aspects of Antihorror is its tonal inconsistency. At times, the game appears to aim for a serious, unsettling atmosphere, using darkness and isolation to create tension. However, this is frequently undermined by moments that feel unintentionally humorous or outright absurd. These shifts make it difficult to fully engage with the experience as a horror game, as any tension that builds is often disrupted before it can develop into something more impactful. Whether this is an intentional attempt at subverting genre expectations or simply a result of uneven design is unclear, but it ultimately leaves the game without a strong or consistent identity. The environments themselves contribute to this sense of inconsistency. Locations such as abandoned towns and medical facilities are presented with a basic level of detail, but they lack distinctiveness and often feel generic. Reused or recognizable assets further diminish the sense of immersion, making the world feel more artificial than atmospheric. Lighting is used to create tension, but it often crosses into frustration, with areas that are so dark that navigation becomes difficult rather than engaging. Instead of enhancing the horror, these elements can make the experience feel clumsy and disjointed. Narratively, the game offers very little substance. The premise is introduced but never meaningfully expanded upon, leaving players with minimal context or motivation. Story elements are sparse and disconnected, and there is little sense of progression or payoff as the game unfolds. This lack of narrative depth makes it harder to stay invested, as there is no strong reason to push forward beyond completing the immediate objective. In a genre that often relies heavily on storytelling to create impact, this absence is particularly noticeable. From a technical perspective, Antihorror shows clear signs of its limited scope. Controls can feel unpolished, interactions lack consistency, and certain design choices—such as unclear objectives or awkward navigation—can lead to confusion. These issues, combined with the game’s minimal content, make it difficult for the experience to sustain engagement over time. While the short runtime prevents these problems from becoming overwhelming, they still leave a lasting impression. Despite these shortcomings, there is a certain curiosity to Antihorror that may appeal to a niche audience. Its unusual tone and rough edges give it a kind of unintended charm, making it feel more like an experimental project than a conventional release. For players interested in obscure or unconventional indie horror games, it may offer a brief and mildly intriguing diversion. Ultimately, Antihorror is a game that struggles to fully realize its ideas. While it hints at interesting concepts, it lacks the cohesion, polish, and depth needed to bring them together into a compelling experience. It remains a curiosity rather than a standout title, offering moments of intrigue but falling short of delivering a consistently engaging or memorable journey. Rating: 7/10
Crappy game. Don't waste a dollar on this. It started out really crappy with horrible dark graphics making it difficult to navigate. I didn't even care to try and finish, so I gave up on it and just left the stupid game on so I could collect my trading cards.
Antihorror is a fairly basic Unity asset flipped first person horror adventure, one of many hundreds, if not thousands of these glutting Steam. The Russian "developer" paid for/pirated a few Unity asset store packs, arranged them haphazardly in a first person adventure game template, and submitted it to Valve as if they're real game developers. It's a basic horror jumpscare adventure taking place in a town full of asset flipped buildings. There's no value for gamers in this insincerely made garbage. Two notable criteria for what makes an asset flip instead of legitimate use of stock assets are whether those assets comprise the majority of the game, and whether the "developer" properly credited the people who created most of the assets in the game. This game fails both of those tests. The "developers" here didn't credit any of the artists and real, actual game developers who created the assets here, so this is plagiarism, as well as cash grab shovelware. There's no English translation for the game, but that's ok. It turns out, the language of bad games is universal. Taking this shovelware seriously as if it was a genuine attempt to make a game, it doesn't meet basic minimum requirements that most PC gamers expect as standard. There's no option to change the resolution and no useful graphics tweaks. There's no way to ensure this is running at the native resolution of your display. There's no guarantee this game will look right on any PC as a result of this hamfisted design decision. The game features lazy low-polygon "retro" assets, making this look like a barely functional 3D game from the mid 2000s. It's unclear why the developers weren't able to arrange high quality, high polygon count contemporary assets for the game, and also irrelevant... what matters is that this looks bad as a result of their decisions, a compromise PC gamers shouldn't have to put up with. The controls can't be customised, which will be an annoyance for many, but it can also render the game unplayable for differently-abled gamers, left handed gamers or gamers using AZERTY or other international keyboard layouts. These technical defects push this game below acceptable standards for any modern PC game. Reviewing SteamDB to check how popular this game was with players reveals a surprise... there's a very healthy spike in player counts for the game. But this only happened once, around the same time that trading cards were applied to the game... so this is just card idlers getting their cards and moving on. A closer look at the numbers shows the game just has a couple of players every week running up the game and idling it for cards, then deleting it. We must ask how it benefits gamers for there to be so many games like this, with no merit as a serious game, that only generate sales from people idling and selling the trading cards. This game features a number of suspicious, likely fake positive reviews. The reviews all appear at almost exactly the same time, very shortly after the game launched on Steam, all have a direct Steam purchase of the game, and all have very similar wording and writing style. Immediately after this huge peak of reviews, reviews (and player counts) for the game dropped incredibly sharply. This is highly unusual given the very low quality of the game and poor player counts. The "Positive" review score on this game should be taken with a large grain of salt.This might have been done to deceive/mislead gamers into paying for a bad product. The "Positive" review score on this game should be taken with a large grain of salt. Antihorror is relatively cheap at $1 USD, but it's not worth it. Given the defects and quality issues with the game, coupled with the unrealistic price, and the questionable ethical nature of the developer and/or their associates (as outlined above), this is impossible to recommend. This is also competing with over 9,000 free games available on Steam, many of them far better than this paid product.
[h1] А нахрена вообще сидеть в говне? [/h1] Такой вопрос задал я сам себе, играя в привычные мне игры, после чего приобрёл данный продукт, и положительный результат долго ждать себя не заставил. [h1] Что тут ещё можно сказать? [/h1] Tebya v rot, mudak! [i] -Конь. [/i]
definitely NOT anti-horror. was so terrified i slept with the lights on
One of the most hilarious horror games I ever encountered. ^+^
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Concurrent players on Steam, sampled daily since tracking started.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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